Difference between revisions of "Lowering your weapon on sprint"

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===BASECOMBATWEAPON_SHARED.H===
 
===BASECOMBATWEAPON_SHARED.H===
  
Add these declarations under public at line 181 below '''bool IsViewModelSequenceFinished( void ); // Returns if the viewmodel's current animation is finished''':
+
Add these declarations under public at line 211 below '''bool IsViewModelSequenceFinished( void ); // Returns if the viewmodel's current animation is finished''':
 
<source lang=cpp>
 
<source lang=cpp>
  

Revision as of 21:53, 26 December 2013

This article will deal with lowering your weapon while sprinting and disable the ability to shoot at the same time. This was based on a topic on the Steam Forums

Note:This has only been tested with the latest HL2MP OB engine code.
Note:This will not work if your weapon doesn't have the ACT_VM_IDLE_LOWERED animation in its .qc file (The Viewmodel). To fix this install Studio Compiler and decompile your Viewmodel and decompile one of your other models which has this animation, then add that animation into your decompiled .qc file. To find out how to add the animation just copy the animation from the working viewmodel .qc file.
Note:If your weapon_yourweaponname.cpp has an ItemPostFrame in it overriding the base ItemPostFrame then you have to place this code in there as well, for example in the weapon_shotgun.cpp, it has an ItemPostFrame overriding the Basecombatweapon_Shared ItemPostFrame which means that the lowering weapon code will not work for this weapon, unless you add this code in the weapon's ItemPostFrame function! Remember to put the Basecombatweapon_Shared.h declarations under public so that you can make use of these variables in other files, like the weapon_shotgun.cpp's ItemPostFrame, if you don't do this you will get undeclared identifier errors
Note:Download the Studio Compiler here [1] (only necessary if your weapon don't got the ACT_VM_IDLE_LOWERED animation!)

The Code

Note:In this Tutorial you will do this by coding only, so open up your basecombatweapon_shared.cpp and basecombatweapon_shared.h

BASECOMBATWEAPON_SHARED.CPP

Hit CTRL+F and search for this code:

void CBaseCombatWeapon::ItemPostFrame( void )
{
	CBasePlayer *pOwner = ToBasePlayer( GetOwner() );
	if (!pOwner)
		return;

Then copy and paste this below it:

if ( !bLowered && (pOwner->m_nButtons & IN_SPEED ) )
{
	bLowered = true;
	SendWeaponAnim( ACT_VM_IDLE_LOWERED );
	m_fLoweredReady = gpGlobals->curtime + GetViewModelSequenceDuration();
}
else if ( bLowered && !(pOwner->m_nButtons & IN_SPEED ) )
{
	bLowered = false;
	SendWeaponAnim( ACT_VM_IDLE );
	m_fLoweredReady = gpGlobals->curtime + GetViewModelSequenceDuration();
}

if ( bLowered )
{
	if ( gpGlobals->curtime > m_fLoweredReady )
	{
		bLowered = true;
		SendWeaponAnim( ACT_VM_IDLE_LOWERED );
		m_fLoweredReady = gpGlobals->curtime + GetViewModelSequenceDuration();
	}
	return;
}
else if ( bLowered )
{
	if ( gpGlobals->curtime > m_fLoweredReady )
	{
		bLowered = false;
		SendWeaponAnim( ACT_VM_IDLE );
		m_fLoweredReady = gpGlobals->curtime + GetViewModelSequenceDuration();
	}
	return;
}

BASECOMBATWEAPON_SHARED.H

Add these declarations under public at line 211 below bool IsViewModelSequenceFinished( void ); // Returns if the viewmodel's current animation is finished:

		bool                    m_bLowered;
		bool                    bLowered;
		float                   m_fLowered;
		float                   m_fLoweredReady;

Finish

Now your weapon should be lowered when you hit the sprint button and you will not be available to shoot either until you release the button!


Note:

To fix an exploit that allows the player to queue shots while holding sprint, and fire them all at once upon release, add

m_flNextPrimaryAttack = m_fLoweredReady;

after every occurrence of

m_fLoweredReady = gpGlobals->curtime + GetViewModelSequenceDuration();


This will prevent the player from firing while the lowered idle sequence is playing.